Difference between revisions of "Earth Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
Earth is the base of all, the solid ground we walk on, dig into, and who ultimately nourishes us all.
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Earth is at the base of all, the solid ground we walk on, dig into, and which ultimately nourishes us all.
  
Earth attacks are thrown rocks and weapons made of stone, but more powerful effects can cause tremors and earthquakes. Combines well with other powers, for example earth plus fire can cause a volcano and earth plus air can cause a sandstorm.
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The earth can be influenced and used by other powers, yet it remains solid. Earth powers can be slow and imprecise, but are very powerful.
  
=== Earth Power Effects ===
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Earth attacks are thrown rocks and weapons made of stone, more powerful effects can cause tremors and earthquakes. Combines well with other powers, for example earth plus fire can cause a volcano and earth plus air can cause a scouring sandstorm.
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Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters and animals with earth powers.
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Burrowing animals are also covered by the [[Animal Powers (FiD)|Animal]] power.
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== Earth Power Effects Table ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |   '''Trauma'''  
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|align="center" | '''Action'''  
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|align="center" | '''Basic'''   <br> No minimum    <br> 4 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Master'''   <br> Minimum 4 Dice <br> 6 Stress
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|align="center" | '''Apex'''     <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can detect earth creatures and earth powers. Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters with earth powers.
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|valign="top"| '''Gaia's Gaze'''    <br> Detect Earth creatures and Earth powers.  
 
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|valign="top"| '''Gaia's Gauntlet''' <br> Dismiss an Earth creature. End a power that affects Earth.  
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|valign="top"| '''Gaia's Guardian''' <br> Summon an earth creature.
|valign="top"| '''Dismiss''' <br> You can force an earth creature that is native to another plane of existence to return to that plane, or to end the operation of an earth ability.  
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|valign="top"| '''Gaia's Gate'''     <br> Create a portal to and from the plane of earth.  
|valign="top"| '''Summon''' <br> You can summon an earth creature. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
 
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of earth for a limited time.  
 
  
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''Stone Speech'''   <br> Command earth creatures even if they don't understand you.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Stone Signal'''   <br> Communicate with Earth over long distances.
|valign="top"| '''Authority''' <br> You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
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|valign="top"| '''Stone Sovereign''' <br> Command Earth creatures as if you were their superior.  
|valign="top"| '''Enslave ''' <br> You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
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|valign="top"| '''Stone Slave'''     <br> Permanently bind Earth creatures to service.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with objects of earth, such as gems. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Mud Mask'''         <br> Imbue clothes and accessories with earth, crystals, and gems.  
|valign="top"| '''Shapechange''' <br> You assume the form of an earth creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Mud Manifestation''' <br> Assume the form of an earth creature.
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into an earth creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Mud Morph'''         <br> Shapechange a willing or helpless creature into an Earth creature.  
|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Mud Mastery'''       <br> Transform a number of willing or non-sentient creatures, give a simple instruction.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ride''' <br> If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.  
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|valign="top"| '''Pebble Path'''     <br> Ride an earth creature mount or a vehicle made of earth.  
|valign="top"| '''Fine Local Control''' <br> You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
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|valign="top"| '''Pebble Punch'''     <br> Fine and potent close-range attack. Give crew Pebble Path.
|valign="top"| '''Manipulate''' <br> You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
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|valign="top"| '''Pebble Palanquin''' <br> Create a vehicle made out of Earth.
|valign="top"| '''Surge''' <br> Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.  
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|valign="top"| '''Pebble Path'''     <br> Ride unimpeded by Earth.  
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Track''' <br> You can track over any solid surface, even if the target does not leave any mundane trail or clues.
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|valign="top"| '''Impressions In Earth''' <br> Track over any solid surface.  
|valign="top"| '''Fine Ranged Attack''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Pellet Shot'''         <br> Attack similar to a fine and potent rifle.  
|valign="top"| '''Area attack''' <br> You can use your power to attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
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|valign="top"| '''Dust Dance'''           <br> Rearrange terrain, moving hills and boulders.
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''Gravel Grenade'''       <br> Attack like a fine and potent grenade.  
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Reconnaissance''' <br> You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
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|valign="top"| '''Boulder Blend'''     <br> Hide against bare stone or earth.  
|valign="top"| '''Maneuver''' <br> You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.  
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|valign="top"| '''Earthglide'''       <br> Move on and through earth.  
|valign="top"| '''Travel''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
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|valign="top"| '''Earthwalk'''         <br> Crew use of Boulder Blend and Earthglide.
|valign="top"| '''Transport''' <br> You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
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|valign="top"| '''Womb of the Earth''' <br> Teleport crew from one Earth location to another.  
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Skirmish Attack''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Stone Block'''     <br> Block Earth Harm.  
|valign="top"| '''Fine Skirmish Attack''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Diamond Daggers''' <br> Fine and potent Skirmish Attack.
|valign="top"| '''Obstruction''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Labyrinth'''       <br> Obstructions defeat scale.
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Crystal Cascade''' <br> Attack all enemies in a area.  
 
|-
 
|-
|align="left" valign="top" | '''Study'''
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|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze''' <br> You can identify objects and creatures that manifest your power and see the use of the abilities of your power.  
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|valign="top"| '''Crystal Clarity'''   <br> Identify objects, creatures, and powers of Earth.  
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Earthly Expertise''' <br> Learn specific abilities of Earth.
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Earthly Echoes'''   <br> Experience past events of an object, creature, or power of Earth.
|valign="top"| '''Omniscience''' <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
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|valign="top"| '''Gaia's Glory'''     <br> Earthly Expertise in an area then Earthly Echoes on three targets.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
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|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect''' <br> You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Earthly Intuition''' <br> Sense manifestations of Earth.
|valign="top"| '''Sensor''' <br> Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
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|valign="top"| '''Earth Eyes'''         <br> Choose a piece of earth, perceive as if you were at that spot.  
|valign="top"| '''Scry''' <br> Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
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|valign="top"| '''Earthwatch'''         <br> Choose a location or creature. Sense from nearest piece of earth.
|valign="top"| '''Omnipresence''' <br> You perceive from all objects manifesting your power at once over a wide area.  As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''One with the Earth''' <br> Perceive from all Earth at once over a wide area.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
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|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures of earth, allowing you to use the sway action normally on them.  
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|valign="top"| '''Earth Empathy'''   <br> Understand Earth creatures and learn their objectives.
|valign="top"| '''Translate''' <br> You and allies can communicate with earth creatures. You can make folk more content and confident
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|valign="top"| '''Terran Talk'''     <br> Crew can communicate with Earth creatures. Make creatures content and confident
|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of an earth creature, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
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|valign="top"| '''Stone Suggestion''' <br> Post suggestions in the mind of an Earth creature.
|valign="top"| '''Inculcate'''   <br> You change the personality and motivations of earth creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. 
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|valign="top"| '''Carved in Stone''' <br> Permanently change the personality and motivations of an Earth creature.  
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
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|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Handle''' <br> You can handle earth and stone as if you had the appropriate tools and protective devices.
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|valign="top"| '''Chisel'''     <br> Handle earth and stone as if you had the appropriate tools and protective devices.
|valign="top"| '''Shape''' <br> You can shape earth and stone as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as sand.  
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|valign="top"| '''Mold'''       <br> Shape earth and stone as if they were of clay.  
|valign="top"| '''Create''' <br> You can create objects of earth and stone out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
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|valign="top"| '''Earthforge''' <br> Create objects of Earth out of nothing. Transform an object from one material to another.
|valign="top"| '''Fabricate'''   <br> Similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Earthspawn''' <br> Mold on a grand scale. Make something large, such as a vehicle or building.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
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|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy''' <br> You can jimmy earth and stone much like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Crack'''         <br> Crack Earth and stone much like a sledgehammer. Noisy.  
|valign="top"| '''Smash''' <br> Similar to jimmy.  When smashing earth and stone, you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Stonebreaker'''   <br> Crack hard Earth as if it was wood. A fine potent sledgehammer in combat.
|valign="top"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Disintegrate'''   <br> Stonebreaker, and destroyed targets are reduced to a fine dust.
|valign="top"| '''Obliterate''' <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
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|valign="top"| '''Ruinous Rumble''' <br> Stonebreaker over a large area. Level a city block, raze a city wall.  
 
|}
 
|}
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== Expanded Earth Powers ==
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Earth is the base of all things.
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Earth objects include everything solid, but natural sand, clay, earth and stone are the easiest to affect.
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Masonry, fired clay, and unreinforced concrete is reasonably easy to affect.
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You can use Earth powers with solids derived from other powers, such as organic substances (related to Death), living things (related to Life), rebar (related to metal) and so on. This requires that you have the other power it is related to to have full effect.
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=== Attune ===
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Connect with the power of Earth and harness its elements for various purposes.
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Harness the power of Attune Earth to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
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'''Gaia's Gaze'''
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Detect Earth creatures and Earth powers.
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This is usually done to see a spirit or disguised creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
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'''Gaia's Gauntlet'''
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Dismiss an Earth creature or end a power affecting Earth.
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Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
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You can dispel any power of Earth, as well as powers that affect Earth creatures and things.
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You can force Earth spirits to materialize.
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Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action. It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
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When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to walk trough stone  you can have a better effect.
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When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
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'''Gaia's Guardian'''
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Summon an Earth creature.
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Summoning can bring you allies to fight or labor for you, giving you scale.
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They can also give advice and information related to their power.
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Summons can use simple effects of their power and maintain power effects you have created.
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You can summon generic creatures without having to do a flashback.
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Such a creature is similar to a gang member in ability and are often summoned in groups to add scale.
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To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number or block of data.
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Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
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It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
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Summoned creatures generally come in three types, elementals, spirits, and creatures with powers.
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An Earth elemental is a simple creature made of and totally dominated by Earth.
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Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of earth or stone and humanoid forms are also common.
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Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of Earth. Spirits are more intelligent than elementals.
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They can use sophisticated power effects and usually have an agenda of their own.
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Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to Earth.
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An Earth mole is big, can burrow through soft stone, and attacks with earth tremors.
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Depending on your degree of effect the creature is willing to do different things.
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Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
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Standard effect allows you to ask for any service appropriate to the creature.
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Earth creatures will smash, build, polish, and obstruct.
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This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
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Great effect allows actions outside the creature's comfort zone, but not things it directly opposes.
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An Earth creature will not fly or swim.
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Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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Typical consequences include:
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* A bargain of payment in gems and rare earth.
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* The creature strikes out at you once.
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* Having to concentrate to keep the creature under control
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* The creature breaks things around you.
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* Overly literal interpretations of your commands.
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* Demanding not to be summoned again until some time or event has passed.
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* General sulkiness.
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Offering a creature gifts or services appropriate to its nature can improve position.
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This is essentially a devil's bargain, accepting a price in advance.
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Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
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If you are a priest of the sea and summon an Earth elemental, or if the summon is three or more tiers above you the position will be desperate.
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Desperate consequences include the creature demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
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'''Gaia's Gate'''
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Create a portal to and from the plane of Earth.
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Most powers are linked to a different world where that power is dominant, such as the Cavers of Earth.
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There are things that are possible to do on these planes that are not allowed in the regular world, most Earth effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
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This opens the possibility of new super-apex powers that have to be negotiated with the game master.
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Such effects rarely reach outside the plane of Earth, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
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A gate lasts for a short while, enough for a quick score.
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If things take a lot of time it might require a separate use of the power to return home again.
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Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
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The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
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The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
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Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position.
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=== Command ===
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Command and intimidate Earth creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
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'''Stone Speech'''
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Command Earth creatures, even if they don't understand you.
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This is useful for intimidating and commanding foreign or alien Earth creatures. Combined with the Sway: Earth Empathy, this allows two-way communication.
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'''Stone Signal'''
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Communicate with Earth over long distances.
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You can communicate with Earth creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Earth creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
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You can communicate through crystals, including glass. As long as you know of a crystal near your target your image can appear in that crystal and communicate.
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'''Stone Sovereign'''
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Command Earth creatures as if you were their superior.
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Targets will see you as an alpha or leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering an Earth Elemental to allow a wall to fall over harder (needs more effect) than telling them to move away so they cannot see it fall.
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Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
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The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
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'''Stone Slave'''
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Permanently bind Earth creatures to service.
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This won’t work unless you are already in a position of power. The effect is similar to Stone Sovereign but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
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=== Consort ===
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Consort powers changes your form and later that of other creatures.
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These powers might also be used as a set-up action for a later Consort roll.
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This will often give a bonus to effect or improved position or even allow an action that a human could not do.
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A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance.
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You may have the beauty of diamond, trigger prejudices, or have unexpected handicaps.
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'''Mud Mask'''
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Imbue clothes and accessories with Earth, crystals, and gems.
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You do not physically change yourself, you change your accessorize and outfit.
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As an Advanced effect you can change others' outfits.
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'''Mud Manifestation'''
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Assume the form of an Earth creature.
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This is a true physical transmutation.
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You need not assume the form of an existing creature, as long as the gamemaster agrees your new form is an Earth creature.
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Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
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When appropriate, your new form can use Basic and Advanced Earth powers inherently without risking stress.
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With limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
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Standard effect can make you a generic creature, very hard to recognize as yourself.
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Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
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'''Mud Morph'''
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Shapechange a willing or helpless creature into an Earth creature.
 +
 +
This is Mud Manifestation applied to another creature.
 +
The duration depends of the effect, limited effect is very temporary.
 +
Standard effect lasts for the duration of a score.
 +
Great effect lasts a long time and potentially become permanent, depending on the the story.
 +
If you also want to make the target unrecognizable, that requires additional effect, see Mud Manifestation.
 +
 +
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
 +
 +
'''Mud Mastery'''
 +
Transform a number of willing or non-sentient creatures and give them a simple instruction.
 +
 +
This is where Consort becomes a combination of Mud Manifestation and Consort: Gaia's Guardian.
 +
You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions.
 +
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
 +
 +
This is usually used to create a host of goons that will fight and chase for you.
 +
Such goons are more interested in chasing and cornering targets than in actual combat.
 +
Or they can be given bit parts, like the animated household items in Disney's Beauty and the Beast.
 +
 +
=== Finesse ===
 +
Exercise finesse with Earth, manipulating and attacking with precision.
 +
 +
'''Pebble Path'''
 +
Ride an Earth creature mount or a vehicle made of Earth.
 +
 +
This allows you to use Finesse with Earth mounts and vehicles you are not familiar with.
 +
An Earth ride is any vehicle or mount in contact with the ground.
 +
You can bypass simple locks on vehicles, but not more serious security.
 +
You can ride beasts even if they are not trained to carry a rider.
 +
They must still be physically able to carry you.
 +
You can grant your crew this ability as an advanced power.
 +
 +
'''Pebble Punch'''
 +
A fine and potent close-range attack. 
 +
 +
You create a sharp shard or stalactite to stab or shoot at an opponent.
 +
Besides variety, this only substitutes for equipment such as a dueling sword or pistol, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
 +
 +
'''Pebble Palanquin'''
 +
Create a vehicle made out of Earth.
 +
 +
Animates earth or stone to act as a vehicle.
 +
This can lift an existing object, such as the eponymous palanquin, or the body of the vehicle can also be made of Earth.
 +
Travels well off-road, especially in broken terrain, but has a tendency to chew up roads and pavement.
 +
Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.
 +
 +
'''Pebble Path'''
 +
Ride unimpeded by Earth.
 +
 +
Your crew and your vehicles and mounts can move unimpeded by Earth, such as rubble and rocks in your path.
 +
 +
=== Hunt ===
 +
Track, attack, and unleash devastating barrages with the power of Hunt Earth. At short range, this power can be dangerous to you and your allies.
 +
 +
'''Impressions In Earth'''
 +
Track over any solid surface.
 +
 +
This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 +
 +
'''Pellet Shot'''
 +
Attack similar to a fine and potent rifle.
 +
 +
You shoot a small rock or shard of Earth.
 +
Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon such as a rifle would be equally effective in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 +
 +
'''Dust Dance'''
 +
Rearrange terrain, moving hills and boulders.
 +
 +
This is usually used as a setup, but may also change how people act in reaction to the environment—dust clouds and wobbly ground are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.
 +
 +
'''Gravel Grenade'''
 +
An attack like a fine and potent grenade.
 +
 +
An escalation of Pellet Shot. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
 +
 +
=== Prowl ===
 +
Sneak and move with stealth and agility.
 +
 +
'''Boulder Blend'''
 +
Hide against bare stone or Earth.
 +
 +
This allows you to hide in impossible places as long as the environment manifests your power. Any natural earth will do, as will concrete and masonry. Plant life is an impediment, but as long as the ground is not entirely overgrown this works just like you had concealment to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Travel, Earthwalk.
 +
 +
'''Earthglide'''
 +
Move on and through Earth.
 +
 +
This allows you to climb on air, swim unhindered, walk through walls of earth and stone and so on, depending on your exact power. You cannot pass through composite walls, such as those with wooden panels or rebar, but you can ignore ephemerals like wallpapers.
 +
Your friends and allies cannot use this unless you employ Earthwalk, below.
 +
 +
'''Earthwalk'''
 +
Crew use of Boulder Blend and Earthglide.
 +
 +
Now you and your crew can use Earth to Prowl.
 +
They still use their own Prowl action
 +
 +
'''Womb of the Earth'''
 +
Teleport crew from one Earth location to another.
 +
 +
You and allies can teleport from one location enclosed in earth to another. Natural caves are the best option, but any uncovered solid earthen walls will do.
 +
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
 +
Womb of the Earth takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 +
 +
=== Skirmish ===
 +
Prosper in the chaos of battle.
 +
 +
'''Stone Block'''
 +
Block  Earth Harm.
 +
 +
Absorb Earth energies such as Earth powers, rockfalls, and earthquakes.
 +
Roll Skirmish when subject to harm from such energies.
 +
This is your inherent resistance, it does not require any activity on your part.
 +
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
 +
 +
'''Diamond Daggers'''
 +
Fine and potent Skirmish Attack.
 +
 +
Make an Earth a weapon made of stone, like a sharp crystal spike or a pebble shot at high speed.
 +
 +
'''Labyrinth'''
 +
Obstructions defeat scale.
 +
 +
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The effect is to deny the advantage of numbers.
 +
 +
'''Crystal Cascade'''
 +
Attack all enemies in the area.
 +
 +
Turns you into a one-man army of stone. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.
 +
 +
=== Study ===
 +
Study and analyze objects and creatures of Earth to gain insight and knowledge.
 +
The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 +
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes the thing you are researching is dangerous in itself, worsening position.
 +
Consequences may give you knowledge that lacks crucial details.
 +
 +
'''Crystal Clarity'''
 +
Identify objects, creatures, and powers of Earth.
 +
 +
This gives the name and very basic information in narrative terms, but not details or actual rules.
 +
 +
'''Earthly Expertise'''
 +
Learn specific abilities of Earth.
 +
 +
You learn of any powers or special abilities the target has. This includes actual rules and game effects.
 +
 +
'''Earthly Echoes'''
 +
Experience past events related to an object, creature, or power of Earth.
 +
 +
This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.
 +
 +
'''Gaia's Glory'''
 +
Earthly Expertise in an area, then Earthly Echoes on three targets.
 +
 +
Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Earthly Echoes to learn the history of up to three such locations.
 +
 +
=== Survey ===
 +
Perceive and locate manifestations of your power. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.
 +
 +
'''Earthly Intuition'''
 +
Sense manifestations of Earth.
 +
 +
This is a basic spotting power, selectively sensing things of Earth.
 +
You almost always specify what kind of Earth you are looking for, finding Earth in general is rarely useful.
 +
 +
'''Earth Eyes'''
 +
Choose a piece of Earth and perceive as if you were at that spot.
 +
 +
You move your perception to something of Earth, commonly a stone or pebble but dirt and gems work. You sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
 +
 +
'''Earthwatch'''
 +
Choose a location or creature and sense from the nearest piece of Earth.
 +
 +
Similar to Earth Eyes but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable object, typically close enough to observe the target. Fails if no suitable viewpoint is available, which should rarely happen for Earth.
 +
 +
'''One with the Earth'''
 +
Perceive from all Earth at once over a wide area.
 +
 +
Enhances your senses impossibly, akin to using Earth Eyes on each piece of Earth spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves against Earth.
 +
 +
=== Sway ===
 +
Communicate, mesmerize, and manipulate creatures imbued with Earth. Position and effect are determined normally, depending on the situation and your relation to listeners. If you know several powers and use a Sway effect but don't know the type of creature you are facing, it works as long as you have an appropriate power. You need not select a specific type of creature in advance. If you try to Sway a type of creature and don't have the appropriate power, the effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. This still has the normal stress cost.
 +
 +
Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.
 +
 +
'''Earth Empathy'''
 +
Understand Earth creatures and learn their objectives.
 +
 +
You can gauge the mood and motivations of Earth creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Stone Speech, this allows full communication.
 +
 +
'''Terran Talk'''
 +
Crew can communicate with Earth creatures. Make creatures content and confident.
 +
 +
This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use the advanced Command effect, you are persuading, not speaking with authority. 
 +
 +
You can inspire any type of creature to be content and confident, even to the point of overconfidence.
 +
 +
'''Stone Suggestion'''
 +
Post suggestions in the mind of an Earth creature.
 +
 +
This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
 +
 +
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
 +
 +
'''Carved in Stone'''
 +
Permanently change the personality and motivations of an Earth creature.
 +
 +
This power is permanent but blatant. It changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make an Earth creature love the sea. Exceptional creatures and circumstances can break this change.
 +
 +
=== Tinker ===
 +
Manipulate, shape, and create objects of Earth to suit your needs. The effectiveness and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.
 +
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
 +
 +
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Earthspawn.
 +
 +
'''Chisel'''
 +
Handle Earth and stone as if you had the appropriate tools and protective devices.
 +
 +
This ability substitutes for tools and protection devices typical of a small workshop.
 +
 +
'''Mold'''
 +
Shape Earth and stone as if they were clay.
 +
 +
This surpasses normal crafting, letting you manipulate elements that are not stable, shaping  sand and making it stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
 +
 +
You can also form parts of a larger earthen object as if it were clay, creating openings in walls, doors, and other massive objects.
 +
 +
'''Earthforge'''
 +
Create objects of Earth out of nothing. Transform an object from one material to another.
 +
 +
You don't need tools to build complex fine and potent items appropriate to your powers.
 +
 +
You can Earth from nothing. This is like Shaping, above, but needs no raw materials.
 +
 +
With multiple powers you can transform Earth into another material governed by another Power you know. This allows intricate transformations where a metal sword can be transmuted into diamond and still work as a sword, or a wooden door can be changed to shaped sand so you can walk through and the door then returns to normal.
 +
 +
'''Earthspawn'''
 +
Mold on a grand scale. Make something large, such as a vehicle or building.
 +
 +
You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Earthspawn makes many dozens of items with the same effort as one item, but with a stress cost.
 +
 +
=== Wreck ===
 +
Destroy, dismantle, and obliterate objects made of Earth.
 +
 +
The effect required depends on the size and structural strength of your target. Standard effect is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited effect. A smaller hole stil need the same effect. Something larger or stronger requires great effect.
 +
 +
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, roiling crowds, or dangerous construction is desperate.
 +
 +
'''Crack'''
 +
Crack Earth and stone much like a sledgehammer. Noisy.
 +
 +
Just as crude as it sounds. You destroy things of Earth and strike with the force of a sledgehammer in combat.
 +
Earth attacks are thrown rocks and weapons made of stone, more powerful effects can cause tremors and earthquakes.
 +
Combines well with other powers, for example earth plus fire can cause a volcano and earth plus air can cause a sandstorm.
 +
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
 +
 +
'''Stonebreaker'''
 +
Crack hard Earth as if it were wood. A fine potent sledgehammer in combat.
 +
 +
This bypasses the strength of materials, allowing you to break even the strongest stone, as long as you know the relevant power. You can also use this to smash other things or as a fine, potent sledgehammer.
 +
 +
'''Disintegrate'''
 +
Stonebreaker, and destroyed targets are reduced to a fine dust.
 +
 +
The real difference here is that wrecking things is now silent when you have the right power. Leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence matches your power.
 +
 +
'''Ruinous Rumble'''
 +
Stonebreaker over a large area. Level a city block or raze a city wall.
 +
 +
Rather straightforward, this just scales things up.

Latest revision as of 12:16, 15 November 2024

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

Earth is at the base of all, the solid ground we walk on, dig into, and which ultimately nourishes us all.

The earth can be influenced and used by other powers, yet it remains solid. Earth powers can be slow and imprecise, but are very powerful.

Earth attacks are thrown rocks and weapons made of stone, more powerful effects can cause tremors and earthquakes. Combines well with other powers, for example earth plus fire can cause a volcano and earth plus air can cause a scouring sandstorm.

Earth creatures are mainly earth elementals, but also creatures that burrow into the earth and monsters and animals with earth powers. Burrowing animals are also covered by the Animal power.

Earth Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Gaia's Gaze
Detect Earth creatures and Earth powers.
Gaia's Gauntlet
Dismiss an Earth creature. End a power that affects Earth.
Gaia's Guardian
Summon an earth creature.
Gaia's Gate
Create a portal to and from the plane of earth.
Command Stone Speech
Command earth creatures even if they don't understand you.
Stone Signal
Communicate with Earth over long distances.
Stone Sovereign
Command Earth creatures as if you were their superior.
Stone Slave
Permanently bind Earth creatures to service.
Consort Mud Mask
Imbue clothes and accessories with earth, crystals, and gems.
Mud Manifestation
Assume the form of an earth creature.
Mud Morph
Shapechange a willing or helpless creature into an Earth creature.
Mud Mastery
Transform a number of willing or non-sentient creatures, give a simple instruction.
Finesse Pebble Path
Ride an earth creature mount or a vehicle made of earth.
Pebble Punch
Fine and potent close-range attack. Give crew Pebble Path.
Pebble Palanquin
Create a vehicle made out of Earth.
Pebble Path
Ride unimpeded by Earth.
Hunt Impressions In Earth
Track over any solid surface.
Pellet Shot
Attack similar to a fine and potent rifle.
Dust Dance
Rearrange terrain, moving hills and boulders.
Gravel Grenade
Attack like a fine and potent grenade.
Prowl Boulder Blend
Hide against bare stone or earth.
Earthglide
Move on and through earth.
Earthwalk
Crew use of Boulder Blend and Earthglide.
Womb of the Earth
Teleport crew from one Earth location to another.
Skirmish Stone Block
Block Earth Harm.
Diamond Daggers
Fine and potent Skirmish Attack.
Labyrinth
Obstructions defeat scale.
Crystal Cascade
Attack all enemies in a area.
Study Crystal Clarity
Identify objects, creatures, and powers of Earth.
Earthly Expertise
Learn specific abilities of Earth.
Earthly Echoes
Experience past events of an object, creature, or power of Earth.
Gaia's Glory
Earthly Expertise in an area then Earthly Echoes on three targets.
Survey Earthly Intuition
Sense manifestations of Earth.
Earth Eyes
Choose a piece of earth, perceive as if you were at that spot.
Earthwatch
Choose a location or creature. Sense from nearest piece of earth.
One with the Earth
Perceive from all Earth at once over a wide area.
Sway Earth Empathy
Understand Earth creatures and learn their objectives.
Terran Talk
Crew can communicate with Earth creatures. Make creatures content and confident
Stone Suggestion
Post suggestions in the mind of an Earth creature.
Carved in Stone
Permanently change the personality and motivations of an Earth creature.
Tinker Chisel
Handle earth and stone as if you had the appropriate tools and protective devices.
Mold
Shape earth and stone as if they were of clay.
Earthforge
Create objects of Earth out of nothing. Transform an object from one material to another.
Earthspawn
Mold on a grand scale. Make something large, such as a vehicle or building.
Wreck Crack
Crack Earth and stone much like a sledgehammer. Noisy.
Stonebreaker
Crack hard Earth as if it was wood. A fine potent sledgehammer in combat.
Disintegrate
Stonebreaker, and destroyed targets are reduced to a fine dust.
Ruinous Rumble
Stonebreaker over a large area. Level a city block, raze a city wall.

Expanded Earth Powers

Earth is the base of all things.

Earth objects include everything solid, but natural sand, clay, earth and stone are the easiest to affect. Masonry, fired clay, and unreinforced concrete is reasonably easy to affect. You can use Earth powers with solids derived from other powers, such as organic substances (related to Death), living things (related to Life), rebar (related to metal) and so on. This requires that you have the other power it is related to to have full effect.

Attune

Connect with the power of Earth and harness its elements for various purposes.

Harness the power of Attune Earth to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Gaia's Gaze Detect Earth creatures and Earth powers.

This is usually done to see a spirit or disguised creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).

Gaia's Gauntlet Dismiss an Earth creature or end a power affecting Earth.

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

You can dispel any power of Earth, as well as powers that affect Earth creatures and things. You can force Earth spirits to materialize. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action. It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.

When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to walk trough stone you can have a better effect.

When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Gaia's Guardian Summon an Earth creature.

Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.

You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.

It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

Summoned creatures generally come in three types, elementals, spirits, and creatures with powers.

An Earth elemental is a simple creature made of and totally dominated by Earth. Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of earth or stone and humanoid forms are also common.

Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of Earth. Spirits are more intelligent than elementals. They can use sophisticated power effects and usually have an agenda of their own.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to Earth. An Earth mole is big, can burrow through soft stone, and attacks with earth tremors.

Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.

Standard effect allows you to ask for any service appropriate to the creature. Earth creatures will smash, build, polish, and obstruct. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.

Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. An Earth creature will not fly or swim. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.

Typical consequences include:

  • A bargain of payment in gems and rare earth.
  • The creature strikes out at you once.
  • Having to concentrate to keep the creature under control
  • The creature breaks things around you.
  • Overly literal interpretations of your commands.
  • Demanding not to be summoned again until some time or event has passed.
  • General sulkiness.

Offering a creature gifts or services appropriate to its nature can improve position. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of the sea and summon an Earth elemental, or if the summon is three or more tiers above you the position will be desperate. Desperate consequences include the creature demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.

Gaia's Gate Create a portal to and from the plane of Earth.

Most powers are linked to a different world where that power is dominant, such as the Cavers of Earth. There are things that are possible to do on these planes that are not allowed in the regular world, most Earth effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of Earth, but if they affect creatures on that plane, the effect may remain when you return to the mundane world. A gate lasts for a short while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again.

Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance. Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position.

Command

Command and intimidate Earth creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.

Stone Speech Command Earth creatures, even if they don't understand you.

This is useful for intimidating and commanding foreign or alien Earth creatures. Combined with the Sway: Earth Empathy, this allows two-way communication.

Stone Signal Communicate with Earth over long distances.

You can communicate with Earth creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Earth creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can communicate through crystals, including glass. As long as you know of a crystal near your target your image can appear in that crystal and communicate.

Stone Sovereign Command Earth creatures as if you were their superior.

Targets will see you as an alpha or leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering an Earth Elemental to allow a wall to fall over harder (needs more effect) than telling them to move away so they cannot see it fall.

Limited effect might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard effect makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great effect means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Stone Slave Permanently bind Earth creatures to service.

This won’t work unless you are already in a position of power. The effect is similar to Stone Sovereign but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You may have the beauty of diamond, trigger prejudices, or have unexpected handicaps.

Mud Mask Imbue clothes and accessories with Earth, crystals, and gems.

You do not physically change yourself, you change your accessorize and outfit. As an Advanced effect you can change others' outfits.

Mud Manifestation Assume the form of an Earth creature.

This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form is an Earth creature.

Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Earth powers inherently without risking stress.

With limited effect you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.

Mud Morph Shapechange a willing or helpless creature into an Earth creature.

This is Mud Manifestation applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Mud Manifestation.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Mud Mastery Transform a number of willing or non-sentient creatures and give them a simple instruction.

This is where Consort becomes a combination of Mud Manifestation and Consort: Gaia's Guardian. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.

This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, like the animated household items in Disney's Beauty and the Beast.

Finesse

Exercise finesse with Earth, manipulating and attacking with precision.

Pebble Path Ride an Earth creature mount or a vehicle made of Earth.

This allows you to use Finesse with Earth mounts and vehicles you are not familiar with. An Earth ride is any vehicle or mount in contact with the ground. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you. You can grant your crew this ability as an advanced power.

Pebble Punch A fine and potent close-range attack.

You create a sharp shard or stalactite to stab or shoot at an opponent. Besides variety, this only substitutes for equipment such as a dueling sword or pistol, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Pebble Palanquin Create a vehicle made out of Earth.

Animates earth or stone to act as a vehicle. This can lift an existing object, such as the eponymous palanquin, or the body of the vehicle can also be made of Earth. Travels well off-road, especially in broken terrain, but has a tendency to chew up roads and pavement. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.

Pebble Path Ride unimpeded by Earth.

Your crew and your vehicles and mounts can move unimpeded by Earth, such as rubble and rocks in your path.

Hunt

Track, attack, and unleash devastating barrages with the power of Hunt Earth. At short range, this power can be dangerous to you and your allies.

Impressions In Earth Track over any solid surface.

This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Pellet Shot Attack similar to a fine and potent rifle.

You shoot a small rock or shard of Earth. Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon such as a rifle would be equally effective in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Dust Dance Rearrange terrain, moving hills and boulders.

This is usually used as a setup, but may also change how people act in reaction to the environment—dust clouds and wobbly ground are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.

Gravel Grenade An attack like a fine and potent grenade.

An escalation of Pellet Shot. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

Prowl

Sneak and move with stealth and agility.

Boulder Blend Hide against bare stone or Earth.

This allows you to hide in impossible places as long as the environment manifests your power. Any natural earth will do, as will concrete and masonry. Plant life is an impediment, but as long as the ground is not entirely overgrown this works just like you had concealment to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Travel, Earthwalk.

Earthglide Move on and through Earth.

This allows you to climb on air, swim unhindered, walk through walls of earth and stone and so on, depending on your exact power. You cannot pass through composite walls, such as those with wooden panels or rebar, but you can ignore ephemerals like wallpapers. Your friends and allies cannot use this unless you employ Earthwalk, below.

Earthwalk Crew use of Boulder Blend and Earthglide.

Now you and your crew can use Earth to Prowl. They still use their own Prowl action

Womb of the Earth Teleport crew from one Earth location to another.

You and allies can teleport from one location enclosed in earth to another. Natural caves are the best option, but any uncovered solid earthen walls will do. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location. Womb of the Earth takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.

Skirmish

Prosper in the chaos of battle.

Stone Block Block Earth Harm.

Absorb Earth energies such as Earth powers, rockfalls, and earthquakes. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Diamond Daggers Fine and potent Skirmish Attack.

Make an Earth a weapon made of stone, like a sharp crystal spike or a pebble shot at high speed.

Labyrinth Obstructions defeat scale.

This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The effect is to deny the advantage of numbers.

Crystal Cascade Attack all enemies in the area.

Turns you into a one-man army of stone. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures of Earth to gain insight and knowledge. The effect required depends on range, limited effect for touch, standard effect for line-of-sight, and great effect to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes the thing you are researching is dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details.

Crystal Clarity Identify objects, creatures, and powers of Earth.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Earthly Expertise Learn specific abilities of Earth.

You learn of any powers or special abilities the target has. This includes actual rules and game effects.

Earthly Echoes Experience past events related to an object, creature, or power of Earth.

This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

Gaia's Glory Earthly Expertise in an area, then Earthly Echoes on three targets.

Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Earthly Echoes to learn the history of up to three such locations.

Survey

Perceive and locate manifestations of your power. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.

Earthly Intuition Sense manifestations of Earth.

This is a basic spotting power, selectively sensing things of Earth. You almost always specify what kind of Earth you are looking for, finding Earth in general is rarely useful.

Earth Eyes Choose a piece of Earth and perceive as if you were at that spot.

You move your perception to something of Earth, commonly a stone or pebble but dirt and gems work. You sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Earthwatch Choose a location or creature and sense from the nearest piece of Earth.

Similar to Earth Eyes but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable object, typically close enough to observe the target. Fails if no suitable viewpoint is available, which should rarely happen for Earth.

One with the Earth Perceive from all Earth at once over a wide area.

Enhances your senses impossibly, akin to using Earth Eyes on each piece of Earth spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves against Earth.

Sway

Communicate, mesmerize, and manipulate creatures imbued with Earth. Position and effect are determined normally, depending on the situation and your relation to listeners. If you know several powers and use a Sway effect but don't know the type of creature you are facing, it works as long as you have an appropriate power. You need not select a specific type of creature in advance. If you try to Sway a type of creature and don't have the appropriate power, the effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. This still has the normal stress cost.

Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one.

Earth Empathy Understand Earth creatures and learn their objectives.

You can gauge the mood and motivations of Earth creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Stone Speech, this allows full communication.

Terran Talk Crew can communicate with Earth creatures. Make creatures content and confident.

This allows you and your crew to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use the advanced Command effect, you are persuading, not speaking with authority.

You can inspire any type of creature to be content and confident, even to the point of overconfidence.

Stone Suggestion Post suggestions in the mind of an Earth creature.

This is an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

Carved in Stone Permanently change the personality and motivations of an Earth creature.

This power is permanent but blatant. It changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make an Earth creature love the sea. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create objects of Earth to suit your needs. The effectiveness and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score. Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Earthspawn.

Chisel Handle Earth and stone as if you had the appropriate tools and protective devices.

This ability substitutes for tools and protection devices typical of a small workshop.

Mold Shape Earth and stone as if they were clay.

This surpasses normal crafting, letting you manipulate elements that are not stable, shaping sand and making it stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.

You can also form parts of a larger earthen object as if it were clay, creating openings in walls, doors, and other massive objects.

Earthforge Create objects of Earth out of nothing. Transform an object from one material to another.

You don't need tools to build complex fine and potent items appropriate to your powers.

You can Earth from nothing. This is like Shaping, above, but needs no raw materials.

With multiple powers you can transform Earth into another material governed by another Power you know. This allows intricate transformations where a metal sword can be transmuted into diamond and still work as a sword, or a wooden door can be changed to shaped sand so you can walk through and the door then returns to normal.

Earthspawn Mold on a grand scale. Make something large, such as a vehicle or building.

You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Earthspawn makes many dozens of items with the same effort as one item, but with a stress cost.

Wreck

Destroy, dismantle, and obliterate objects made of Earth.

The effect required depends on the size and structural strength of your target. Standard effect is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited effect. A smaller hole stil need the same effect. Something larger or stronger requires great effect.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, roiling crowds, or dangerous construction is desperate.

Crack Crack Earth and stone much like a sledgehammer. Noisy.

Just as crude as it sounds. You destroy things of Earth and strike with the force of a sledgehammer in combat. Earth attacks are thrown rocks and weapons made of stone, more powerful effects can cause tremors and earthquakes. Combines well with other powers, for example earth plus fire can cause a volcano and earth plus air can cause a sandstorm. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Stonebreaker Crack hard Earth as if it were wood. A fine potent sledgehammer in combat.

This bypasses the strength of materials, allowing you to break even the strongest stone, as long as you know the relevant power. You can also use this to smash other things or as a fine, potent sledgehammer.

Disintegrate Stonebreaker, and destroyed targets are reduced to a fine dust.

The real difference here is that wrecking things is now silent when you have the right power. Leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence matches your power.

Ruinous Rumble Stonebreaker over a large area. Level a city block or raze a city wall.

Rather straightforward, this just scales things up.